I need to Implement build process for building a single chunk (packing a single asset) and adding it to the list of pre-existing chunks, so that I can enable run-time import with Chunk Downloader. I am currently using primary asset labels to package all assets within a project, but this method does not scale well, and I would like to cook my content individually.
I assume you are setting “Generate Chunks” and “Force One Chunk Per File” to true in your project settings under packaging?
Yes, “Generate Chunks” is set to true. The project successfully generates chunks exactly as I intended it to. However, I am curious about the use case where either:
A) One, or a few, new assets are added to my project and I only want to generate these chunks without re-packaging the rest of the chunks
or
B) I have assets in a different project or server and I want to pack them individually, separate from my previous unreal project. This way the new standalone asset downloads from server->builds chunk and corresponding .pak file->adds .pak file to my main chunk download project manifest- and this could all be a standalone process, scaled as needed.
Ah, I see. Very clever. In my case on the client I just package down to the smallest chunk size and for my use case the build uploader can determine which chunks to include or exclude. It takes longer for myself, but the client can retrieve much smaller update files this way which is more desirable for the customers. I’m including everything that the client would reference server side such as all the maps and content inside of them.
I’m also not cooking everything in the content directory and just cooking only maps. It seems you may be a magnitude of steps ahead of this lol. It makes packaging many many times faster this way. Also, in this manner(for me anyway) for packaging servers I can exclude directories to package down only certain maps and directories specific to that server to save even more space and expedite packaging even more.
I apologize if this isn’t relevant to your scenario. I haven’t currently found a way to package individual chunks without targeting and packaging the whole application or if it is possible within the engine (servers or game client) like that and adding that exclusively to the uploader. I’d be curious to hear about it if you knew a way lol.
They go pretty in-depth on the chunk downloader and asset chunking with download from a server on epic’s YouTube channel
This is a great tutorial video! However, it does not answer the question of build methods for packing single chunks.
It does mention how to set chunk id’s for assets and even specific directories. It also shows how to later extract specific chunks for distribution through patch staging.
2 hours, come on man.